Solforge Deck Building

Tuesday, June 24, 2014

For anyone that is looking this blog by chance, here is the deck I'm testing and having way too much and a ton of success with. Note that I don't have 3 Thundersaur or Lotus yet, though 3rd Lotus is likely not going to be added anyways just because this deck maintains board control so well that it's rarely needed, and the deck slots are incredibly valuable. Write up is coming shortly.

Thursday, May 15, 2014

It's been a while since I have updated my ongoing Stasis Warden Decklist, and with the addition of Patch 2.1 and the ability for me to buy cards I've finally done enough testing where I feel comfortable giving out a decklist for Stasis Warden.

There are definitely variations of A/T decks that use Stasis Warden well, but this is the most pure list. There are certain powerful cards that require different builds to accommodate, but this deck uses the 30 cards I think are the most powerful when playing a complete stall game. However, I'm gonna start by talking about what cards aren't making the cut first.

If you just want a decklist just skip ahead.

Unused Creatures:

Apocrymancer: This guy, when he gets value, is incredibly powerful. However, there just aren't enough deck slots. Static Shock, Glacial Crush, and Uranti Bolt are all Tempys and don't set him off. The remaining slots are shared by Alloyin Spells and Creatures. There is a minimum number of creatures (also, Metasight) that you need to guarantee you don't have a non-play level 1, and once you get those in there aren't enough Alloyin slots left to really utilize Apocrymancer.

Flame Speaker: This gentleman is a pretty weak card overall, though we do play a ton of spells. He was mainly used to race decks that did direct damage, particularly against N/T. However, with the nerf to Phoenix there is a lot less incidental damage coming in. Flame Speaker is a card that is appreciated against things like Crypt Conjurer, and in a different meta may well be a 1-of, but for now is sitting on my bench.

Drix- Drix is a really cool guy who works well both as an early game play and as a late game finisher. However, he fills 3 creature spots, which means a leveling creature is fighting for the spot. Also, you only have 9 Metaminds, which makes for some awkward situations. This is something I want to test more, but playing Drix seems to work best with playing Metasight, which I do not like.

Kas- Not an efficient way to end games. Just isn't enough space to give him mobility, attack boost, and still have absolute control of the board. He's also really hard to jam down at an appropriate time. Hella fun though, and I want to try him with Everflame Mystic.

Master of Elements- It's not that Master of Elements is bad, but that he is overshadowed by Aetherforge Oracle. The vast majority of our deck's spell is most powerful at level 2 or beyond, so we prefer leveling a spell and getting a free version of it rather than getting a free version of his level 1. We do miss his sexy body though. While I haven't had chance to play with Delpha I believe she would have same issue.

Any other somewhat reasonable creature not mentioned here or in the deck I believe I have already discussed.

Unused Spells

Flame Lance- Definitely the best burn spellwe can use, but the poor scaling hurts. Particularly the cards that we have problems with typically have big butts. Flame Lance would be better if we wanted to be playing more Tempys and just kill everything with damage, but Energy Prison is better in a meta where the majority of cards you see don't have an activation at level 1 (Level 2 we hopefully have Uranti Bolts leveled)

Metasculpt- This is always been my favorite 1-of for a long time. The only thing I ever really want it for currently is for Zimus, but Metatransfer Level 3 generally is enough to neuter Zimus. It's nice to have when you need to answer things like Leafkin or Phoenix, but we have other cards that also can deal with them.

Metasight- It's overkill. If you get a timely Glaceus you are already well ahead, and if you don't then playing Metasight can really be punished. In a deck where every card has to be playable the majority of the time Metasight has less upside than the 30 cards that are in the deck.

Here you go. I can't imagine having less than 3 of any of the cards that I have 3 of, and the 2 of has felt comfortable for the other cards.

Discussion-

Stasis Warden- Always level. Quite rarely you can Metatransfer the 3rd Stasis, but is only a solid play if your other Stasis will die if you don't. Good to try to get the underleveled Stasis Warden's leveled.

Static Shock- Still a free spell. Still level all day erry day.

Glacial Crush- Our removal, free spell, finsiher, godsend. Because the level 1 is still really good it's generally appears that Energy Surge is a better thing to level with Oracle or Metatransfer, unless against something like Crypt Conjurer.

Glaceus- This guy is an absolute monster that makes decks that use to have a chance purely because Stasis could have a bad draw lose. He kills all tempo. He's particularly great against WWP, and is the main out against Yetis. Generally playing 1.3 Glaceus is a good play, because every deck except zombies only have a few outs to kill a 3/7 when we have a lot of combat tricks.

Uranti Bolt- The toolbox spell. Level aggressively when you don't want to see something get an activation, otherwise is absolutely fine not actively leveled. Be aware of Bolt-Crush combos, particularly to kill things like Leafkin Progenitor or Arboris 3.

Energy Surge- There is a very strong correlation between chances of winning and how many Energy Surges you have leveled. Any hand with Free Energy Surge is a good one, and it is the 2nd most important card to level after Stasis.

Metatransfer- What seems to be the most played card in this deck. There really isn't a creature we don't want to play this on. Our favorite PL1 turns involve playing a Stasis Warden, Static Shock, Metatransfer to level a Energy Surge. Is a very strong play on cards that can't immediately be dealt with, most notably Zimus 3.

Ghox- The reason you are a lucker dog. I have had many a game where I have Energy Prisoned a level 1 Ghox in the corner and he has locked the game down by making all draws adequate. Late game a leveled Ghox makes sure that you have the superior late game by basically guaranteeing that you have at least 2 spells. An early Ghox isn't bad, getting to see 23 cards in PL1 helps a lot.

Aetherforge Oracle- Some times we just wanna chump. Playing Oracle out naked is pretty poor since it dies to a gust of wind, but is a great blocker that helps shore out PL2 and beyond. Don't feel pressured to play just because it's been leveled before though. I've found that it's not an awful play first turn, because opponents always seem to want to Epidemic for value, which is absolutely fine with us.

Cypien Augmentation- Augmentation has two main uses: It is a free spell that is pretty much playable whenever, and it helps protect high priority targets from Cull and Xrath's Will. Against decks spamming Epidemic as their removal your midlaner will often grow faster than they can ungrow it, meaning you have at least 1 Stasis Warden or other key piece at all times. Always play first creature in mid lane.

Energy Prison- The backup plan. When you don't draw Stasis Wardens and well timed Glaceus you still need to stop your life from going below 0. Energy Prison on level is the best card at achieving that. It has a big weaknesses since it is both level gated and doesn't deal with activations, but when opponent plays Zimus 3 having Energy Prison saves you from having to play an extra spell each turn.

If you have any comments or questions they are always appreciated. My IGN is pwndnoob, I'm probably playing draft, or playing one of the decks mentioned here. Have a nice day!

Friday, May 2, 2014

When Rise of the Forgeborn came out the first two legendaries I got were Shallow Grave and Varna's Pact. If you are regular reader you might have realized I love spells, so it's no surprise that I've been trying to make these cards work.

The breakthrough came when I started considering the weaknesses of Varna's Pact. It's a great card that obviously works wonders with Tarsus, but it's an RNG card at heart. Sometimes you Varna's Pact 3 Zimus the Undying (actually did this yesterday, wish I had screenshot), but sometimes you get three level 1's when you could have been playing, for example, Echowisp. So what is the best card to Varna's Pact? Restless Wanderers, of course!

This works for two reasons. Varna's Pact that brings back even a level 1 Wanderer can be a +9/+9 buff to a card you already had on the board, or in the case of the screenshot a +27/+27 swing in one turn. And that's not half as farfetch'd as you would think, it's quite common because of the second reason.

Varna's Pact has synergy with itself (and Shallow Grave). By bringing back more Restless Wanderers that will eventually die the graveyard is stacked with more Restless Wanderers. If the only things that die in PL1 on your side of the board are Tarsus and Restless Wanderers then your Varna's Pacts continue to be incredibly lethal, with the only limitation being the junk your opponent is playing.

Decklist:

3 Restless Wanderers

3 Tarsus Deathweaver

3 Varna's Pact

3 Shallow Grave

18 Other Cards

How to Play:

Jam Wanderers, jam Deathweavers, convince your opponent to Dreadbolt your Wanderers so you Varna's Pact a 4th Wanderer or Tarsus. Generally your guys are better than theirs if left on the board, so don't feel compelled to block. In PL2 continue to play your 9 good cards, but Shallow Grave for value. Play other cards when the RNGesus decides you don't get to play a cool card.

Other Cards:

The other 18 cards are a toolbox. Since it's quite rare that you play any card not named Restless Wanderers, Tarsus Deathweaver, or Varna's Pact when you have 2 of said cards in your hand these cards the cards you do have need to be very situational and powerful. You don't necessarily need to have 3 of each card, and they are very dependent on the meta.

Zimus- Great with Shallow Grave, a lategame Zimus dies a lot so you become likely to Varna's Pact, obviously good with Tarsus, and beats the ever popular N/T. Don't jam down though, the 5/2 body is not impressive with Varna's Pact.

Epidemic- Great underleveled, counters a lot of decks and allows blowouts.

Lyria, Muse of Varna- It's Varna's Pact Lite. The 4/4 body isn't exciting, but when trying to win by main condition it does a good Pact impression.

Cercee, Hand of Varna- Removal of choice. Without Spitemage as an option she is the next best thing. Don't play into Xrath's Will or Metatransfer.

Vyric's Embrace- Removal for when Cercee isn't viable or need underleveled removal. It's chosen over hard removal because we have such hard leveling priorities.

Ebonskull Knight- The play when you don't get a core card in the first two turns. Also works as an underleveled play and like removal. If Ebonskull is in the graveyard be more aggresive with Varna's Pact, because it's no fun bringing back Ebonskull on 1.4 to see him disappear.

Oros, Deepwood's Chosen- The third best card to get level 1 with Varna's Pact. His ability makes him powerful all parts of the game, and when buffed by Tarsus is still relevant. Best played when you know you are against Alloyin decks that have Justicar.

Echowisp- Alternative win condition when don't see Restless Wanderers. Roar + Tarsus + Echowisp is still really good. Otherwise a good answer to go wide, even underleveled. Don't play randomly though, since Epidemic is rampant, filling graveyard with 6/1 is not great, filling it with two 6/1 is worse.

Keeper of the Damned- It's a more level dependent Shallow Grave on a stick. I really don't appreciate the card much since it doesn't protect itself well enough, but there are a lot of big plays that can be made if you keep one of these guys on level.

Fleshfiend- Since this deck is incredibly legendary heavy wouldn't be surprised if there are people who have the Pacts and Shallow Graves but not enough filler. Fleshfiend works like Zimus, but with a more redeemable level 1, and less shenanigans late, and it's really close to those balancing out.

Alternative:

Lifegain Deck can really have fun with this grouping. Crypt Conjurer, Arborsis, and Oros are all great underleveled Varna's draws. Stag + Varna is a lot of life gain as deer come into play regularly. Round off the deck with some Zimus, Epidemic, and Vyric's Embrace and you have a deck that can win off either Wanderers or go hard on life gain. Much better against Justicar.

Conclusion:

Varna's Pact + Tarsus is already fairly popular, and Tarsus are surely the best thing to bring back. However, don't underestimate what I am convinced is the 2nd best card to pull out, since the nut draws on this deck are absolutely insane. Have fun with this one.

My IGN is Pwndnoob, you can find me in Solforge Chat under Mr. Big Stuff
and on Reddit as Pwndnoob, and if you play me online I'm probably still
trying to make Stasis Warden a thing. Comments and questions as always
are appreciated. Set 2 has been fantastic, and I will be gladly posting
more ideas on the decks nobody is playing (some times for good reason).
Have a nice day!

Monday, March 24, 2014

Note: Some of the deck ideas are quite legitimate and have success on constructed queue, others are really fun to play but lack the raw power to match up with the best players playing the best decks. It is up to you to decide which.

So, a new bag of 100 toys. Emberwind Evoker is a really fun and powerful card worth building around, with a reasonable scaling in both her body and ability. The jump to +4/+4 in particular is really nice. She plays incredibly well with Storm Bringer, and ranges from good to great with anything with mobility.But, what's the best way to play her.

While Mono-Tempys is surprisingly good (7/7 Avatar!) you are most likely to see N/T Mobility. Doomwing Drake- Windcaller Shaman shenanigans have always been popular, and with Cercee and Byzerak Drake you have nice additions to the deck. However, I've never been excited about having to level Windcaller Shaman, and a 7/3 Doomwing Drake is still really fragile.

Instead, why not use the most dominant mobility creature in the game, Brightsteel Gargoyle? In the past with Windborn Hellion it wasn't worth going into Alloyin just to play Gargoyle, but another great asset as been added to mobility's arsenal that makes U/A worth playing.

U/A Mobility:

Core: Emberwind Envoker, Storm Bringer, Windborn HellionEmberwind is a powerhouse, quickly making our mobility creatures much harder to deal with. Storm Bringer is the heart of the deck, setting off both Envoker and Hellion while you constantly try to set him up for favorable trades. Generally play Storm Bringer when you see them, unless there is a play to be made. Windborn Hellion is incredibly strong if played into an active board. People have underestimated Windborn by trying to play him onto an empty board; Realize the difference between playing a 2/8 and an 5/11 before jamming him down.

Brightsteel in this deck has an important role. Because of his defender clause he is hard to take down, meaning more procs for Envoker and Hellion. He also provides us with good trades with what plays like a 5/7 body is played correctly.
Alloying Strategist helps make good trades with the attack boost, benefit greatly from Emberwind, and has strong synergy following Gargoyle or Zyx around. Zyx at 4/6 isn't that impressive, but with two attack Envoker buffs make him do a lot of damage and quickly give him a respectable badonkadonk. Fervant Assault helps mobilize Envoker and Hellion for self-buffing, makes Storm Bringer incredibly threatening, and is great on Gargoyles.

Support: Everflame Phoenix, Thundergale Invoker, Warmonger's Mod

Everflame Phoenix gives us a solid 7 attack mobility creature that we really don't mind playing because 2.4 Phoenix is so great, so we play when necessary. Thundergale Invoker rarely sees play, but when he does it's for massive blowouts or game ending plays. Always keep in mind for when Storm Bringer doesn't locate itself correctly to set yourself up, since thinking moves ahead is what will separate the good players from the great.Warmonger's Mod is a great finisher with insane synergy on Zyx and Gargoyle, but often is just played in a "Remove this creature and you win, fail to and he moves and I win" situation. Warmonger's can also be used to kill off a Grimgaunt or Thundersaur that is trying to get out of hand.

If you don't have all these cards Rimehorn's big body helps make good trades, something we typically rely on Phoenix and Gargoyle to do. However, adding more mobility creatures is not a good idea since you will never play them when you have better mobility creatures in hand.
In regards to removal Metasculpt is likely the best card to consider, since the biggest threats are growers. However, when using Metasculpt you are relying on good draws to beat problem creatures, but generally the solution is to get more aggressive and race the opponent. Sap is an interesting option since it shuts down things like Grimgaunt and Thundersaurs, but you have to level early. The reality is you have nothing on board and your opponent has a full board you've lost, but stopping gross threats before they start is attractive.

Turn 1 Storm Bringer is always good to toss out, as is Gargoyle, because both are really hard to for opponent to lock down. Try not to jam down Emberwind or Windborn without a mobility guy on the board. Phoenix and Strategist are played to promote good trades, and Fervant Assault is a quality combat trick to either keep Emberwind/Hellion alive and/or kill something immediately (Leafkin, for example). Zyx is a good play when need to be aggressive due to matchup, since he does the most damage, and prefers Emberwind over Windborn. Thundergale and Warmonger's Mod should either win the game or make the opponent want to concede when you play them, and should only very rarely be played in PL1.

In matchups this deck is flexible. If the opponent is trying to be aggressive it turns out Phoenix and Gargoyle is a quality late game. If the opponent is trying to stall to late game then Zyx becomes more powerful. If the opponent is playing mass removal Emberwind > Hellion because everything you play is a potentially huge threat. If enemy is lacking removal then putting a Fervant Assault on a Windborn Hellion usually does the trick.

The reason this deck is really good is because it's playing 30 individually strong cards that work well together and cover most weaknesses. It's a deck I really hope gets a spot in top tier meta because there are a lot of decision points with mobility, particularly playing around Thundergale. The biggest weakness is a lack high attack creatures in PL2, which I believe makes Drix the hardest matchup, which might kill it's long term potential.

My IGN is Pwndnoob, you can find me in Solforge Chat under Mr. Big Stuff and on Reddit as Pwndnoob, and if you play me online I'm probably still trying to make Stasis Warden a thing. Comments and questions as always are appreciated. Set 2 has been fantastic, and I will be gladly posting more ideas on the decks nobody is playing (some time for good reason). Have a nice day!

Thursday, January 30, 2014

I approach Kas with caution. I suggest you approach this deck the same way.

The first deck ideas around Kas were the "Magical Solforge Christmasland" deck. Simply draw Kas on turn one, then draw three Static Shock and 2 Primordial Slam, and do 108 damage. It turns out that while T2 wins are cool this isn't consistent, and filling decks with Lightning Brands and Slams has seemed to only led to disappointment.

For some reason N/T is where people seem to think Kas should live. Removal is nice with Kas since he like empty lanes, and he fits in with Predator control decks. However, without the emphasis on spells that Kas likes, Kas is competing with a lot of great cards that put damage in more consistently. For the same reasons that Zyx, Storm Herald gets left out so does Kas, because deck spots are valuable.

If you are looking for a reasonable Kas deck I do like aggro U/T. Use Fervant Assault to get Kas, Flameblade Champion, Cinderfist Brawler in to hit the face. Use Ferocious Roar with Echowisp and Zyx to make hard to deal situations for opponent. Have plenty of removal spells so Kas gets opportunity to go to town. It's a reasonable deck; it appears it has similar issues in current meta as Mono-Uterra aggro, but if your opponent is low you have easy ways to get the last hit in.

The goal of this deck is to get a Kas on the board, play a handful of spells, and win. With a 14 attack Kas you deal 98 damage if you play 6 spells, and that's insanity that only Arboris matches.

The way to do that as quickly as possible is through aggressive leveling, particularly with Metasight. By Player Level 2 the goal is to have hands full of free spells that make Kas happy. Static Shock is a freebie, making it powerful in any deck run by spells. Energy Surge is crucial, particularly because you can find more spells to play by drawing.

SynergySpells: Cypien Augmentation, Aerial Surge, Primordial Slam

Cypien Augentation helps potentially make Kas bigger, and is free. Aerial Surge helps Kas find an empty lane, and is free. Primordial Slam is gimmicky, but helps shorten how many turns you have to hit with Kas, perhaps to 1.

Synergy Creatures: Synapsis Oracle, Ghox, Stasis Warden
Synapsis Oracle helps us level more cards. Ghox helps see more spells, so we are more likely to make a Energy Surge chain. Stasis Warden is the premier staller in the game, particularly with the amount of spells flying around.

Support: Sonic Pulse, Choice Removal

What this deck needs is to get out of the first few turns alive. Sonic Pulse is typically great at stalling, since 15 less damage each turn from your opponent really is a lot. The problem, of course, is that Sonic Pulse is awful against Weirwood, which is found in the majority of top decks. All leveling decks, be they trying to get to level 2 (Scorchmane) or level 3 (Chrogias), are inherently struggling in this meta, but alas.

There are quite a few other cards I would like to insert into this deck, but I also want more or less to have 3 of each card already mentioned. The only caution I have is against Master of Elements, which is too slow in this deck. Getting numbers right is up to testing, but since I personally lack full sets of some of the legendaries that's up to you.

Tips:
Getting a crucial card (Kas, Stasis Warden) in the middle lane is important to get full use of out of Cypien. You can use Stasis Warden on your own creatures to get extra activates from Synapsis or Ghox. Ghox is a powerful play to give consistency to this deck, but is more powerful right before leveling up, so you see extra cards in the always important beginning of a new Power Level. Always level Static Shock. Don't get greedy with Metasight, but do realize that without outleveling your opponent the deck is awful. If everything is going pear shaped (it will, a lot) then play a Kas. Who knows, maybe your next hand is 3 Energy Surge into 3 Static Shock, an unleveled Aerial Surge and Primordial Surge for 102 damage.

My IGN is pwndnoob, I apologize to anyone who runs into me online
playing Stasis Warden decks, and always appreciate comments, questions, and
criticism.

Monday, December 30, 2013

Thundersaur is a giant T-Rex, and that's enough for me to want him. But it also turns out that he's criminally underrated currently, mainly through underexposure. Unlike some of the other powerful new cards (Tarsus Deathweaver, in particular) he is legendary, so you are incredibly unlikely to see a full set of him. As a result the meta doesn't appreciate his value like it does, say, Justicar or Tarsus.

It should be fairly clear that Thundersaur works best with some of the other walls. Heart Tree has always been a strong card, but now has a worthy target to shade. Mossbeard Patriarch also makes Thundersaur grow fast and hard. He also has some great options to be threatening with a simple Battle Techtician or Weirwood Patriarch. My previous wall deck is terribly outdated, and now has 30 worthy cards to play.

The most hilarious synergy though is with Rageborn Hellion. Both benefit from the same wall deck staples, both grow out of control incredibly quickly, and are very hard to take down. But the synergy overflow comes from Thundersaur having Breakthrough, which results in Rageborn Hellion casually getting larger without serious planning from opponent.

Core: Thundersaur, Rageborn Hellion, Heart Tree, Mossbeard Patriarch

With at least 8 health at Level 1 it will be taxing on opponent to remove any piece of the Wall puzzle. Punish opponents for not playing things in front of Thundersaur with timely Hellion plays, protect Mossbeard and Trees to keep the infrastructure in place. Once you get all the lanes filled the game can quickly get out of hand with two growers and lots of buff spells. Synergy: Weirwood Patriarch, Ferocious Roar, Iceborn Fortitude

Weirwood is a great 7 health, and quickly takes any hard to deal with 8-health walls to 10-health big booty monsters. Ferocious Roar doesn't need it's praises sung, but turns out it's good when you often have full boards and counteracts the Epidemics you'll surely see. Iceborn Fortitude isn't an inherently strong card, but has great value when played with a full board and is at it's strongest in this deck.

Support: Ashurian Mystic, Global Removal, ??

With the remaining 9 cards we have to remember that they won't be played very often. Our core is going to be leveled aggressively, and our synergy cards are going to be better in almost every situation. That means that our last 9 cards will have to be situational, but very valuable those situations. A variance in answers is more likely to be important than any particular card. Without testing it's hard to give any sort of numbers.

Ashurian Mystic has strong synergistic value. His primary role is to simultaneously grow a Rageborn Hellion or two, while taking pressure off the Treelords. However, he likely only sees play when immediately followed up with Ferocious Roar or Weirwood. Luckily for him his aggressive attribute is still valuable late game.

While we don't necessarily want to be leveling removal aggressively, when we do need removal global removal seems more appropriate. We have choices. Firestorm has good synergy with Heart Tree, Noxious Cloud is slow but is guaranteed to be effective. Pyre Song is interesting since we are actively trying to fill lanes. But, as a general rule, Thundersaur in front of major threats is the best answer. For example Level 3 Zimus just gets completely walled by Thundersaur.

Tossing in some high power threats is also definitely worth consideration. Storm Bringer might be able to tank and regen up any battle damage, and Swampmoss Lurker also does 8 damage but scales better (and becomes huge with Iceborn Fortitude!). But, I'm leaning towards Everflame Pheonix for this role. If you have to throw 7 power in front of something may well do it with some of the most powerful bombs in the game. Pheonix Egg + Weirwood wins games, yo.

Soothing Radiance? Probably not, but there isn't a card that breaks trades more than this one, despite how dreadful it is.

And I still want my Chrogias. 0/15 defensive wall too stronk.

PS WHEN I WROTE THIS I COMPLETELY FORGOT ABOUT URANTI FIREFIRST. NOW IT'S A REAL DECK

My IGN is pwndnoob, thank you for reading. Always appreciate comments and questions.

Monday, December 16, 2013

I'm a sucker for conditionally strong cards, and instantly wanted to make a Treefolk deck when I got a full set of Cultivate. However, I have always found Treefolk decks awkward. 1/1 Sapling Tokens like different cards (Grave Pact, Ferocious Roar) than 21/21 Treefolk (Feral Instinct), and something like Spring Dryad has its own gameplan. Generally I find this type of deck plays without direction.

The secret was to stop trying to force Nekrium/Uterra, and look to Tempys. Stop relying on the inconsistent nature of Phytobomb and rely on the glorious Wildwood Sower!

Core: Wildwood Sower, Cultivate, Master of Elements, Static Shock

Wildwood Sower is not a must level, since all levels produce same amount of saplings, but is generally a must play to keep the board full. Master of Elements and Static Shock let more spells be played, which means more saplings, and Master of Elements has a great body to boot.

Cultivate is quite brilliant in this deck. It counts as a spell, so the sapling generally gets replaced instantly. A 7/7 body is good all game, so if you can't play it it doesn't harm your chances. The 7/7 is good, the 21/21 is good, but a 14/14 is incredibly strong and needs to be since this deck insists on winning early or dies trying.

Synergy Spells: Ferocious Roar, Uranti Bolt, Lightning Spark.

Ferocious Roar makes our Sowers and Masters combat ready, changes what would be trades into sweeps, gets serious value when we strive for full boards, and a Level 3 Roar can be a game clincher. Uranti Bolt works well underleveled, which is great with Master of Elements, but no one is sad if you end up leveling it. Lightning Spark also works well underleveled, and often helps close out games with the final damage.Synergy Creatures: Grove Matriarch, Deepbranch Ancient, Echowisp

Grove Matriarch brings good utility as a double block and alternative sapling producer (The Matriarch itself can also be Cultivated). Echowisp has great synergy with Ferocious Roar and Deepbranch Ancient, and is our only Level 3 bomb. However, Echowisp is not something to be played casually since is very susceptible to Epidemic, and at PL 3 we will often have a full board anyways.

Deepbranch is interesting, and deserves discussion since notably it isn't Lifeblood Dryad. However, with rampant Cultivate use, a Lifeblood Dryad making a 1/1 into a 2/2 isn't particularly helpful. Deepbranch, as an 8/8, provides another brutishly big guy next to our Ents. It plays as an alternative to Cultivate, but also with strong synergy.

Other Options: Lifeblood Dryad, Botanimate, Chrogias

Typically I like some variety in my decks to provide answers to whatever my opponent thinks they are doing. However, since every card except Master of Elements plays well when not leveled and because this deck relies on tempo this is one of very few decks where every card can be a 3-of.

If you are missing any cards Lifeblood Dryad is still effective, mainly because it has a 5/5 body that is a fine play even without a full board. Botanimate is nice to have against a few cards, and I may still run one even when I get more Echowisp to play, even though I don't enjoy leveling it. Chrogias is fun to play, since it can be Cultivated, but this deck's fate is more often than not decided before Rank 3, and having to play Chrogias twice slows it down tremendously.

The first few turns the goal is to get lanes filled, generally by playing Sowers, Masters, and Matriarchs (with that priority) into open lanes. Hopefully by turn 3/4 you are able to get some Cultivate and Deepbranch down. Play Ferocious Roar when it will result in favorable trades, play Echowisp when you also have a Roar or Deepbranch Ancient to follow up with. Let your opponent be the one who looks for trades, though removing growers and threatening actives.

Generally you will need to win in first 10 turns before it gets ugly, fortunately the Level 2 of Deepbranch Ancient and Cultivate are insanely large. Level 3 Roar, Static Shock, and Lightning Spark are all good ways to finish off the last bits of damage. Sower and Matriarch are good at stalling, but stalling without legendaries against decks that have them won't work forever.

My IGN is pwndnoob, I apologize to anyone who runs into me online playing Stasis Warden decks, and always love comments, questions, and criticism. Hope everyone enjoys the new patch; I, for one, am very excited about the new cards and, of course, draft. Till next time!